4/20/2024 0 Comments Playspace mover for vrAre you also using something like Natural Locomotion to get around? No problem, I figured my wording might have been misleading a bit at the beginning of my post lol. I've experienced this as well, but not in games that actually function properly, and I have to get down to like 5-10 fps before it becomes so bad it would have me frequently see black edges.Īre you using any performance monitor so you can see what frame-rate you're actually at when you see this happening? In my head now, you're just seeing the standard reprojection, just that apparently it's kind of failing. Originally posted by BOLL:Sorry for not reading your original post in full, you mention that one way of getting it is using the universe mover in Advanced Settings, as that is live-editing your room calibration which requires writing to disk constantly I'm not surprised it would cause hickups.īut if you're seeing black, it should mean there's no image data to reproject to, and reprojection is indeed spherically based so maybe you just have that low a frame-rate that even the standard reprojection cannot cope. I would very much appreciate a toggle for this added to the SteamVR settings, with it remaining on by default as to not change anyone's experience unnecessarily. This can especially be observed at lower frame rates. If you turn on gravity and fling yourself, you can go so fast that the Index playspace reprojection cannot catch up and it distorts your view to the point where you can't even discern what is happening, and actually can make your view completely black in the direction of your motion. If you use OpenVR Advanced Settings, you are probably aware of the space-drag settings. While this is a very specific scenario, what I am about to describe is a great way to see exactly what I mean. VRChat is one of these titles, since the game is entirely based off user content it is pretty regular that you can find yourself in a situation with sub-45 FPS even on the best possible rig for VR. In addition, some games can be extremely demanding even for top-tier hardware. However, even at near 144 FPS it can be observed slightly. Additionally if the frame rate is low enough and you move fast enough, it can even become difficult to see which is very counter-productive.Īnd sure, even though I have a 1070 Ti which is deemed Index-ready, it could be said that I simply need a better graphics card to have higher frame rates. This, unfortunately, REALLY breaks down at lower frame rates and creates very noticeable ghosting and distortion, to the point of it actually beginning to make me sick if the frame rate is low enough. It looks to me that the Index uses some sort of 3D projection of your VR view (in a sphere shape by the looks of it) and tries to move it based on your physical movement within your playspace to "interpolate" between frames. I mean movement smoothing as in moving around in your playspace. I don't mean the standard asynchronous reprojection that all headsets use some form of. It seems that there is some strange movement smoothing going on with Index. In many ways the Index has been an upgrade, however there has been one persistent problem that I don't see many people (if anyone at all) speak about. I have been using VR since December 2017, using the Oculus Rift CV1 until November of 2019, when I bought the Valve Index. I had around 45-70fps in this specific recording, I tried to keep the FPS low to easier show what was happening. And later you see I do smaller flings which still show the distortion happening. While it is pretty rough, you can see that when I fling myself using OpenVR Advanced Settings the first time it distorts so bad that it shows blackness. Had to use my phone strapped to the headset to record inside the lens, vertical was the only way I could fit it, sorry about that. Unfortunately in the SteamVR "VR View" window it cannot be seen, only when in the headset. Here is a rough video I took of how it looks. Coming from Oculus, their async reprojection only took into account rotation, not position AFAIK. This is what seems like an entirely separate system that is not triggered by HMD rotation like the "Motion Smoothing" setting is, rather by physical movement around your playspace only.ĮDIT2: After talking more with BOLL in the comments, it seems that it is due to the asynchronous reprojection sphere attempting to account for your position movement in your playspace. EDIT: To clarify, I am not talking about the "Motion Smoothing" setting that already exists.
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